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- Path: nntp.hut.fi!usenet
- From: mknip@snakemail.hut.fi (Mats A Knip)
- Newsgroups: comp.sys.amiga.programmer,comp.sys.amiga.games,alt.sys.amiga.demos,comp.sys.amiga.misc
- Subject: Re: AB3D II beats Quake....
- Date: 27 Mar 1996 13:01:40 +0200
- Organization: Helsinki University of Technology, Finland
- Sender: mknip@lk-hp-9.hut.fi
- Distribution: inet
- Message-ID: <kae68bq94vf.fsf@lk-hp-9.hut.fi>
- References: <19960326.168C40.2BB0@prometheus.hol.gr>
- <481.6659T819T1639@earthlink.net>
- NNTP-Posting-Host: lk-hp-9.hut.fi
- In-reply-to: psheffield@earthlink.net's message of 26 Mar 1996 23:47:30 GMT
- X-Newsreader: Gnus v5.1
-
- >Why don't any of the Amiga DOOM clones use DOOM wads? There are *Thousands*
- >of PD DOOM levels out there, not to mention the commercial ones. Instead we
- >get Gloom etc... with out the ability to extend game play, awful graphics,
- >sound and game play (my opinion, don't start flaming).
-
- Because there aren't really any Amiga-engines that are quite up
- to the job of running Doom-wads. Most of them have limitations that
- restrict the geometry (IE only orthogonal walls etc.), viewing
- distance or something else. Many, like Gloom, don't support different
- height floors at all. Except for textdemo I can only remember one
- engine that seemed to have non-orthogonal walls and floorheights but
- I can't remember it's name. It was a commercial project.
- --
-
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- Mats.Knip@hut.fi http://www.hut.fi/~mknip/
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